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:'''Action Resolution''' (ish)''':''' We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am initiating the action, I will roll before the PC or assign a static difficulty. <u>Ties go to the Defender</u>.
 
:'''Action Resolution''' (ish)''':''' We will be using a single opposed roll to determine the success or failure of a given action. I will put together an opposing pool to the PC's roll if they are initiating the action. If I am initiating the action, I will roll before the PC or assign a static difficulty. <u>Ties go to the Defender</u>.
  
:'''Hero Dice:''' If a player beats the GM's roll or static difficulty by five (5) or more, the Character earns a Hero Die equal their Effect die with a minimum award of [[file:d6a.png|24px|d6]]  
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:'''Hero Dice:''' If a player beats the GM's roll or static difficulty by five (5) or more, the Character earns a Hero Die equal their Effect die with a minimum award of [[file:d6a.png|24px|d6]] or if rolling versus a static difficulty, the Hero Die defaults to [[file:d8a.png|24px|d8]]
:If rolling versus a static difficulty, the Hero Die defaults to [[file:d8a.png|24px|d8]]
 
  
:'''Effect Die:''' Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to determining value for asset creation, complications, and hero dice. [[file:d4a.png|24px|d4]] effect still results in a value of [[file:d6a.png|24px|d6]] (The pace of PBP games would just make failure by effect die on a successful roll unnecessarily dispiriting, so we won't do that).
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:'''Effect Die:''' Effect dice won't always apply to a roll, but when they do we will use them. Since we are not using contests, this pretty much limits them to determining value for asset creation, complications, and hero dice. [[file:d4a.png|24px|d4]] effect still results in a value of [[file:d6a.png|24px|d6]] The pace of PBP games just makes failure by effect die on a successful roll unnecessarily dispiriting.
  
: '''Plot Points:''' Players start each arc with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from '''p28-29''' apply except ''Join a Contest'' since we are not using contests.
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: '''Plot Points:''' Players start each episode with 1 pp and may earn pp via SFX and GM purchased hitches. All plot point spend options from '''p28-29''' apply except ''Join a Contest'' since we are not using contests.
  
:'''GM Plot Points:''' GM starts each arc with 1 pp per player and may earn subsequent pp with SFX.
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:'''GM Plot Points:''' GM starts each episode with 1 pp per player and may earn subsequent pp with SFX.
 
   
 
   
 
:'''Opportunities:''' Players may purchase GM rolled opportunities to step back complications or to step up any asset for the scene. No asset may be stepped up above [[file:d12a.png|24px|d12]]
 
:'''Opportunities:''' Players may purchase GM rolled opportunities to step back complications or to step up any asset for the scene. No asset may be stepped up above [[file:d12a.png|24px|d12]]
::'''Note:''' Any player may purchase a GM opportunity regardless which character it was rolled against. Like hitches, opportunities must be bought the turn they are rolled, so whoever calls it, gets it.
 
  
 
:'''Complications:''' This game uses complications exclusively to track injuries and obstacles that carry mechanical weight. If a complication gets pushed up above [[file:d12a.png|24px|d12]] the character in question is taken out (if the GM deems that to be an appropriate consequence). The player in question may spend a PP to take a complication equal to the effect die of the roll that took him out and avoid being taken out.
 
:'''Complications:''' This game uses complications exclusively to track injuries and obstacles that carry mechanical weight. If a complication gets pushed up above [[file:d12a.png|24px|d12]] the character in question is taken out (if the GM deems that to be an appropriate consequence). The player in question may spend a PP to take a complication equal to the effect die of the roll that took him out and avoid being taken out.
  
::'''Note:''' Unless the player wishes it, getting taken out is never a permanent state, and in PBP games I try to honestly continue to include the character even if in a diminished state.
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::'''GMC Note:''' Unless the player wishes it, getting taken out is never a permanent state, and in PBP games I try to honestly continue to include the character even if in a diminished state.
  
  
 
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]
 
[[Shadow_of_the_Dry_Lands| < < < Back to Main Page]]

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